From: Erik V. <eri...@xs...> - 2010-03-04 22:24:02
|
I have fixed the double price to be paid for 1835 Prussian shares. This is the first case where the share price is not tied to the smallest share unit (5%), so I had to introduce a new parameter for the number of (smallest) shares units where the share price is valid for. I have also extended the Train info to specify price and quantity. The long train price string in the GameStatus window has been removed. Erik. |
From: Erik V. <eri...@xs...> - 2010-03-30 22:01:12
|
I have completed the Prussian formation in 1835. As far as I can see it all works. Stefan Frey reported a bug in the initial player assigment in the Clemens variant, which I have also fixed. Next thing to do will be nationalisation. Erik. |
From: Erik V. <eri...@xs...> - 2010-04-02 20:13:16
|
Nationalisation was a lot easier to do then I had expected. Note: to keep is simple, the word "nationalisation" is not used anywhere. It's announced and reported as a normal buy, albeit from an unusual source at an unusual price. Also, players can now buy shares up to 100% throughout. Erik. -----Original Message----- From: Erik Vos [mailto:eri...@xs...] Sent: Wednesday 31 March 2010 00:01 To: 'Development list for Rails: an 18xx game' Subject: [Rails-devel] 1835 I have completed the Prussian formation in 1835. As far as I can see it all works. Stefan Frey reported a bug in the initial player assigment in the Clemens variant, which I have also fixed. Next thing to do will be nationalisation. Erik. ---------------------------------------------------------------------------- -- Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev _______________________________________________ Rails-devel mailing list Rai...@li... https://lists.sourceforge.net/lists/listinfo/rails-devel |
From: Stefan F. <ste...@we...> - 2010-04-03 09:44:32
|
Erik: I look forward to testing 1835 in Rails. In preparation of the results of Alex algorithm I did some experiments to build a network graph from the current available data in Rails. Actually it proved to be a lot easier than expected (less then 200 lines of code overall), as I built on a graph library (JGraphT, and for visualization JGraph). After that it is only a small step to define allowed Routes and Route extensions. One thing I still have not fully investigated (both for routing and map corrections) is the relation between city and station objects. It might help if you could give some hints, how you defined the interaction between MapHex, Tile, Station and City classes, especially in the process of upgrading. Brett & Erik: With Erik progressing quickly to finish 1835, I am a little reluctant to check in the preliminary code for the graph support, as those add a dependency on the two graph libraries mentioned above. Or what is your opinion here? It would certainly be helpful to upgrade the revision system to one that supports branching better than CVS. Stefan On Friday 02 April 2010 22:13:17 Erik Vos wrote: > Nationalisation was a lot easier to do then I had expected. > Note: to keep is simple, the word "nationalisation" is not used anywhere. > It's announced and reported as a normal buy, albeit from an unusual source > at an unusual price. > Also, players can now buy shares up to 100% throughout. > > Erik. > > -----Original Message----- > From: Erik Vos [mailto:eri...@xs...] > Sent: Wednesday 31 March 2010 00:01 > To: 'Development list for Rails: an 18xx game' > Subject: [Rails-devel] 1835 > > I have completed the Prussian formation in 1835. As far as I can see it all > works. > > Stefan Frey reported a bug in the initial player assigment in the Clemens > variant, which I have also fixed. > > Next thing to do will be nationalisation. > > Erik. > > > --------------------------------------------------------------------------- >- -- > Download Intel® Parallel Studio Eval > Try the new software tools for yourself. Speed compiling, find bugs > proactively, and fine-tune applications for parallel performance. > See why Intel Parallel Studio got high marks during beta. > http://p.sf.net/sfu/intel-sw-dev > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > > > --------------------------------------------------------------------------- >--- Download Intel® Parallel Studio Eval > Try the new software tools for yourself. Speed compiling, find bugs > proactively, and fine-tune applications for parallel performance. > See why Intel Parallel Studio got high marks during beta. > http://p.sf.net/sfu/intel-sw-dev > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel |
From: Erik V. <eri...@xs...> - 2010-04-03 21:51:29
|
Stefan, A Station is a (potential) revenue point on a Tile: village, city*, pass, port, mine, whatever 18xx designers have invented over the years. A City (for lack of a better name) is a reference from a MapHex to the Stations of the current Tile on that hex. (In hindsight, TileStation and HexStation might have been better names). A City is what remains stable** if a Tile is upgraded and thus becomes detached from old and related to new Stations. The need for a separate City entity arose from the requirement to assign existing tokens to the right Stations (cities*) during an upgrade of multistation Tiles, such as an OO tile. So in fact Cities are only needed for tokenable Stations (but I think non-tokenable stations are also assigned to Cities). I hope this helps. *lower case "city" refers to what in usual 18xx parlance is called a city. **strictly spoken, "stable" only applies if the number of tile stations (cities*) does not change during the upgrade. Otherwise, Cities can merge or even disappear. Erik. -----Original Message----- From: Stefan Frey [mailto:ste...@we...] Sent: Saturday 03 April 2010 11:44 To: Development list for Rails: an 18xx game Subject: Re: [Rails-devel] 1835 & Rails track network Erik: I look forward to testing 1835 in Rails. In preparation of the results of Alex algorithm I did some experiments to build a network graph from the current available data in Rails. Actually it proved to be a lot easier than expected (less then 200 lines of code overall), as I built on a graph library (JGraphT, and for visualization JGraph). After that it is only a small step to define allowed Routes and Route extensions. One thing I still have not fully investigated (both for routing and map corrections) is the relation between city and station objects. It might help if you could give some hints, how you defined the interaction between MapHex, Tile, Station and City classes, especially in the process of upgrading. Brett & Erik: With Erik progressing quickly to finish 1835, I am a little reluctant to check in the preliminary code for the graph support, as those add a dependency on the two graph libraries mentioned above. Or what is your opinion here? It would certainly be helpful to upgrade the revision system to one that supports branching better than CVS. Stefan On Friday 02 April 2010 22:13:17 Erik Vos wrote: > Nationalisation was a lot easier to do then I had expected. > Note: to keep is simple, the word "nationalisation" is not used anywhere. > It's announced and reported as a normal buy, albeit from an unusual source > at an unusual price. > Also, players can now buy shares up to 100% throughout. > > Erik. > > -----Original Message----- > From: Erik Vos [mailto:eri...@xs...] > Sent: Wednesday 31 March 2010 00:01 > To: 'Development list for Rails: an 18xx game' > Subject: [Rails-devel] 1835 > > I have completed the Prussian formation in 1835. As far as I can see it all > works. > > Stefan Frey reported a bug in the initial player assigment in the Clemens > variant, which I have also fixed. > > Next thing to do will be nationalisation. > > Erik. > > > --------------------------------------------------------------------------- >- -- > Download Intel® Parallel Studio Eval > Try the new software tools for yourself. Speed compiling, find bugs > proactively, and fine-tune applications for parallel performance. > See why Intel Parallel Studio got high marks during beta. > http://p.sf.net/sfu/intel-sw-dev > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > > > --------------------------------------------------------------------------- >--- Download Intel® Parallel Studio Eval > Try the new software tools for yourself. Speed compiling, find bugs > proactively, and fine-tune applications for parallel performance. > See why Intel Parallel Studio got high marks during beta. > http://p.sf.net/sfu/intel-sw-dev > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel ---------------------------------------------------------------------------- -- Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev _______________________________________________ Rails-devel mailing list Rai...@li... https://lists.sourceforge.net/lists/listinfo/rails-devel |
From: Erik V. <eri...@xs...> - 2011-11-13 19:40:26
|
> -----Original Message----- > From: John David Galt [mailto:jd...@di...] > > I can't wait! With Erik's fixes of 10/14, I would say 1835 is now fully playable. I agree, and I have updated GamesList.xml accordingly. Erik. |
From: Phil D. <de...@gm...> - 2010-03-05 14:42:27
|
I appreciate I might be a minority in this but I quite like having the single string of train prices, it's a nice 'at a glance' view of upcoming costs without having to dive into the info menu. I imagine games with very long train schedules might look pretty horrible with this though... Phil On 4 March 2010 22:23, Erik Vos <eri...@xs...> wrote: > I have fixed the double price to be paid for 1835 Prussian shares. > This is the first case where the share price is not tied to the smallest > share unit (5%), so I had to introduce a new parameter for the number of > (smallest) shares units where the share price is valid for. > > I have also extended the Train info to specify price and quantity. The long > train price string in the GameStatus window has been removed. > > Erik. > > > ------------------------------------------------------------------------------ > Download Intel® Parallel Studio Eval > Try the new software tools for yourself. Speed compiling, find bugs > proactively, and fine-tune applications for parallel performance. > See why Intel Parallel Studio got high marks during beta. > http://p.sf.net/sfu/intel-sw-dev > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > |
From: Chris S. <chr...@gm...> - 2010-03-05 16:28:06
|
Maybe we could have the current and on-deck trains displayed, as they are on many newer game boards where you can see currently available + top of stack of bigger trains? That way, the display would never be more than two trains, no matter how many types exist in the game. -- Chris Please consider the environment before printing this e-mail. On Fri, Mar 5, 2010 at 6:42 AM, Phil Davies <de...@gm...> wrote: > I appreciate I might be a minority in this but I quite like having the > single string of train prices, it's a nice 'at a glance' view of > upcoming costs without having to dive into the info menu. > > I imagine games with very long train schedules might look pretty > horrible with this though... > > Phil > > On 4 March 2010 22:23, Erik Vos <eri...@xs...> wrote: > > I have fixed the double price to be paid for 1835 Prussian shares. > > This is the first case where the share price is not tied to the smallest > > share unit (5%), so I had to introduce a new parameter for the number of > > (smallest) shares units where the share price is valid for. > > > > I have also extended the Train info to specify price and quantity. The > long > > train price string in the GameStatus window has been removed. > > > > Erik. > > > > > > > ------------------------------------------------------------------------------ > > Download Intel® Parallel Studio Eval > > Try the new software tools for yourself. Speed compiling, find bugs > > proactively, and fine-tune applications for parallel performance. > > See why Intel Parallel Studio got high marks during beta. > > http://p.sf.net/sfu/intel-sw-dev > > _______________________________________________ > > Rails-devel mailing list > > Rai...@li... > > https://lists.sourceforge.net/lists/listinfo/rails-devel > > > > > ------------------------------------------------------------------------------ > Download Intel® Parallel Studio Eval > Try the new software tools for yourself. Speed compiling, find bugs > proactively, and fine-tune applications for parallel performance. > See why Intel Parallel Studio got high marks during beta. > http://p.sf.net/sfu/intel-sw-dev > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > |
From: James R. <rom...@gm...> - 2010-03-05 16:34:51
|
Are you requesting that less information be visible? I'd vote against that. Why make me go scurrying to unbox my game to remind myself how many T5's there are lower down in the deck? On Fri, Mar 5, 2010 at 10:27 AM, Chris Shaffer <chr...@gm...>wrote: > Maybe we could have the current and on-deck trains displayed, as they are > on many newer game boards where you can see currently available + top of > stack of bigger trains? That way, the display would never be more than two > trains, no matter how many types exist in the game. > > -- > Chris > > Please consider the environment before printing this e-mail. > > > > On Fri, Mar 5, 2010 at 6:42 AM, Phil Davies <de...@gm...> wrote: > >> I appreciate I might be a minority in this but I quite like having the >> single string of train prices, it's a nice 'at a glance' view of >> upcoming costs without having to dive into the info menu. >> >> I imagine games with very long train schedules might look pretty >> horrible with this though... >> >> Phil >> >> On 4 March 2010 22:23, Erik Vos <eri...@xs...> wrote: >> > I have fixed the double price to be paid for 1835 Prussian shares. >> > This is the first case where the share price is not tied to the smallest >> > share unit (5%), so I had to introduce a new parameter for the number of >> > (smallest) shares units where the share price is valid for. >> > >> > I have also extended the Train info to specify price and quantity. The >> long >> > train price string in the GameStatus window has been removed. >> > >> > Erik. >> > >> > >> > >> ------------------------------------------------------------------------------ >> > Download Intel® Parallel Studio Eval >> > Try the new software tools for yourself. Speed compiling, find bugs >> > proactively, and fine-tune applications for parallel performance. >> > See why Intel Parallel Studio got high marks during beta. >> > http://p.sf.net/sfu/intel-sw-dev >> > _______________________________________________ >> > Rails-devel mailing list >> > Rai...@li... >> > https://lists.sourceforge.net/lists/listinfo/rails-devel >> > >> >> >> ------------------------------------------------------------------------------ >> Download Intel® Parallel Studio Eval >> Try the new software tools for yourself. Speed compiling, find bugs >> proactively, and fine-tune applications for parallel performance. >> See why Intel Parallel Studio got high marks during beta. >> http://p.sf.net/sfu/intel-sw-dev >> _______________________________________________ >> Rails-devel mailing list >> Rai...@li... >> https://lists.sourceforge.net/lists/listinfo/rails-devel >> > > > > ------------------------------------------------------------------------------ > Download Intel® Parallel Studio Eval > Try the new software tools for yourself. Speed compiling, find bugs > proactively, and fine-tune applications for parallel performance. > See why Intel Parallel Studio got high marks during beta. > http://p.sf.net/sfu/intel-sw-dev > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > > |
From: Chris S. <chr...@gm...> - 2010-03-05 16:39:33
|
No, I'm requesting more information. The change that Phil and I are discussing, as announced by Erik at the start of this thread, was to move all the train information to the info menu. We are proposing reversing that change and retaining some/all of the information in the Map window. -- Chris Please consider the environment before printing this e-mail. On Fri, Mar 5, 2010 at 8:34 AM, James Romano <rom...@gm...> wrote: > Are you requesting that less information be visible? I'd vote against > that. Why make me go scurrying to unbox my game to remind myself how many > T5's there are lower down in the deck? > > > > On Fri, Mar 5, 2010 at 10:27 AM, Chris Shaffer <chr...@gm...>wrote: > >> Maybe we could have the current and on-deck trains displayed, as they are >> on many newer game boards where you can see currently available + top of >> stack of bigger trains? That way, the display would never be more than two >> trains, no matter how many types exist in the game. >> >> -- >> Chris >> >> Please consider the environment before printing this e-mail. >> >> >> >> On Fri, Mar 5, 2010 at 6:42 AM, Phil Davies <de...@gm...> wrote: >> >>> I appreciate I might be a minority in this but I quite like having the >>> single string of train prices, it's a nice 'at a glance' view of >>> upcoming costs without having to dive into the info menu. >>> >>> I imagine games with very long train schedules might look pretty >>> horrible with this though... >>> >>> Phil >>> >>> On 4 March 2010 22:23, Erik Vos <eri...@xs...> wrote: >>> > I have fixed the double price to be paid for 1835 Prussian shares. >>> > This is the first case where the share price is not tied to the >>> smallest >>> > share unit (5%), so I had to introduce a new parameter for the number >>> of >>> > (smallest) shares units where the share price is valid for. >>> > >>> > I have also extended the Train info to specify price and quantity. The >>> long >>> > train price string in the GameStatus window has been removed. >>> > >>> > Erik. >>> > >>> > >>> > >>> ------------------------------------------------------------------------------ >>> > Download Intel® Parallel Studio Eval >>> > Try the new software tools for yourself. Speed compiling, find bugs >>> > proactively, and fine-tune applications for parallel performance. >>> > See why Intel Parallel Studio got high marks during beta. >>> > http://p.sf.net/sfu/intel-sw-dev >>> > _______________________________________________ >>> > Rails-devel mailing list >>> > Rai...@li... >>> > https://lists.sourceforge.net/lists/listinfo/rails-devel >>> > >>> >>> >>> ------------------------------------------------------------------------------ >>> Download Intel® Parallel Studio Eval >>> Try the new software tools for yourself. Speed compiling, find bugs >>> proactively, and fine-tune applications for parallel performance. >>> See why Intel Parallel Studio got high marks during beta. >>> http://p.sf.net/sfu/intel-sw-dev >>> _______________________________________________ >>> Rails-devel mailing list >>> Rai...@li... >>> https://lists.sourceforge.net/lists/listinfo/rails-devel >>> >> >> >> >> ------------------------------------------------------------------------------ >> Download Intel® Parallel Studio Eval >> Try the new software tools for yourself. Speed compiling, find bugs >> proactively, and fine-tune applications for parallel performance. >> See why Intel Parallel Studio got high marks during beta. >> http://p.sf.net/sfu/intel-sw-dev >> _______________________________________________ >> Rails-devel mailing list >> Rai...@li... >> https://lists.sourceforge.net/lists/listinfo/rails-devel >> >> > > > ------------------------------------------------------------------------------ > Download Intel® Parallel Studio Eval > Try the new software tools for yourself. Speed compiling, find bugs > proactively, and fine-tune applications for parallel performance. > See why Intel Parallel Studio got high marks during beta. > http://p.sf.net/sfu/intel-sw-dev > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > > |
From: Chris S. <chr...@gm...> - 2010-03-05 16:42:54
|
Er, whoops, that should have been "retaining some/all of the information in the *Game Status* window." -- Chris Please consider the environment before printing this e-mail. On Fri, Mar 5, 2010 at 8:39 AM, Chris Shaffer <chr...@gm...>wrote: > No, I'm requesting more information. The change that Phil and I are > discussing, as announced by Erik at the start of this thread, was to move > all the train information to the info menu. We are proposing reversing that > change and retaining some/all of the information in the Map window. > > > -- > Chris > > Please consider the environment before printing this e-mail. > > > On Fri, Mar 5, 2010 at 8:34 AM, James Romano <rom...@gm...>wrote: > >> Are you requesting that less information be visible? I'd vote against >> that. Why make me go scurrying to unbox my game to remind myself how many >> T5's there are lower down in the deck? >> >> >> >> On Fri, Mar 5, 2010 at 10:27 AM, Chris Shaffer <chr...@gm...>wrote: >> >>> Maybe we could have the current and on-deck trains displayed, as they are >>> on many newer game boards where you can see currently available + top of >>> stack of bigger trains? That way, the display would never be more than two >>> trains, no matter how many types exist in the game. >>> >>> -- >>> Chris >>> >>> Please consider the environment before printing this e-mail. >>> >>> >>> >>> On Fri, Mar 5, 2010 at 6:42 AM, Phil Davies <de...@gm...> wrote: >>> >>>> I appreciate I might be a minority in this but I quite like having the >>>> single string of train prices, it's a nice 'at a glance' view of >>>> upcoming costs without having to dive into the info menu. >>>> >>>> I imagine games with very long train schedules might look pretty >>>> horrible with this though... >>>> >>>> Phil >>>> >>>> On 4 March 2010 22:23, Erik Vos <eri...@xs...> wrote: >>>> > I have fixed the double price to be paid for 1835 Prussian shares. >>>> > This is the first case where the share price is not tied to the >>>> smallest >>>> > share unit (5%), so I had to introduce a new parameter for the number >>>> of >>>> > (smallest) shares units where the share price is valid for. >>>> > >>>> > I have also extended the Train info to specify price and quantity. The >>>> long >>>> > train price string in the GameStatus window has been removed. >>>> > >>>> > Erik. >>>> > >>>> > >>>> > >>>> ------------------------------------------------------------------------------ >>>> > Download Intel® Parallel Studio Eval >>>> > Try the new software tools for yourself. Speed compiling, find bugs >>>> > proactively, and fine-tune applications for parallel performance. >>>> > See why Intel Parallel Studio got high marks during beta. >>>> > http://p.sf.net/sfu/intel-sw-dev >>>> > _______________________________________________ >>>> > Rails-devel mailing list >>>> > Rai...@li... >>>> > https://lists.sourceforge.net/lists/listinfo/rails-devel >>>> > >>>> >>>> >>>> ------------------------------------------------------------------------------ >>>> Download Intel® Parallel Studio Eval >>>> Try the new software tools for yourself. Speed compiling, find bugs >>>> proactively, and fine-tune applications for parallel performance. >>>> See why Intel Parallel Studio got high marks during beta. >>>> http://p.sf.net/sfu/intel-sw-dev >>>> _______________________________________________ >>>> Rails-devel mailing list >>>> Rai...@li... >>>> https://lists.sourceforge.net/lists/listinfo/rails-devel >>>> >>> >>> >>> >>> ------------------------------------------------------------------------------ >>> Download Intel® Parallel Studio Eval >>> Try the new software tools for yourself. Speed compiling, find bugs >>> proactively, and fine-tune applications for parallel performance. >>> See why Intel Parallel Studio got high marks during beta. >>> http://p.sf.net/sfu/intel-sw-dev >>> _______________________________________________ >>> Rails-devel mailing list >>> Rai...@li... >>> https://lists.sourceforge.net/lists/listinfo/rails-devel >>> >>> >> >> >> ------------------------------------------------------------------------------ >> Download Intel® Parallel Studio Eval >> Try the new software tools for yourself. Speed compiling, find bugs >> proactively, and fine-tune applications for parallel performance. >> See why Intel Parallel Studio got high marks during beta. >> http://p.sf.net/sfu/intel-sw-dev >> _______________________________________________ >> Rails-devel mailing list >> Rai...@li... >> https://lists.sourceforge.net/lists/listinfo/rails-devel >> >> > |